Saturday, February 18, 2012

Mume Rules

For the Active Exploits Take Two Game.


Here are the starting abilities and aspects for Mume Race.

Fitness: 0

Awareness: 0

Creativity: 2

Reasoning: 0

Mental Magic: -1

Luck: 4

Discipline: 4

Spread 4 points among the above stats. You start with 4 Novice Skills, 3 Proficient, and 1 Expert skill.

Mumes are the stand in for Humans, but are not humans themselves. There is some variation to their look, but most have dark skin, bright eyes of any color (even strange colors like purple, gold, or pink), and dark blond to white hair. The Mumes in Jerrow and Annalow are used to tropical atmosphere, so tend to dress very lightly, choosing thin fabric or nothing. Traveling Mumes that have seen the world dress more practically.

Because of Annalow, Mash'ta tends to view Mumes with hesitant curiosity. The city was taken by force, it allows slavery, and it's citizens are rather promiscuous. So the default view of Mumes are that they are sex-crazed tyrannical slavers. Mumes rarely fit this image, usually being caught up in their own thoughts about fashion, style, or art. Mumes obsess over culture, you see.

Remember that only female mumes (womume) who are affiliated with the Church of the Living Goddess are trained to use Mental Magic, but all mumes have some small capacity. Because of how closely they guard it, however, the Mental Magic ability may not increase unless trained by the church. They are called "Heart Mage" as official name or "Sensate" in unofficial circles.

All magic requires physical contact to work. Here's a list of what Mental Magic is capable of and the difficulty for each act.

Diff- Effect

0/1- Sense of general emotions and sensations

2- Detailed readings of the target's thoughts

4- Limited Control over emotions and sensation of the target.

6- Control over Specific thoughts, but the effects do not last longer than 3 days

8- Permanent control over specific thoughts and emotions of the target.

A tricky note about all magic: There is no action without an equal and opposite reaction and that remains true of magic. There will be debates over what is lost from the heart mage when a target's mind is changed, or worse, what is added. An example is if a heart-mage wants to ease the pain of another, they would take the pain onto themselves. I foresee much argument in the future.

[Note: Crap, I forgot yesterday. Spent the day with my wife and it slipped my mind. 10 Days off left.]

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